Spells



Complete Warrior

DOMAINS

COURAGE DOMAIN

Granted Powers: You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This supernatural ability functions while you are conscious, but not if you are unconscious or dead.

Domain Spells
  1. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
  2. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max. +10).
  3. Cloak of Bravery: You and your allies gain a bonus on saves against fear.
  4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  5. Valiant Fury: +4 Str, Con; +2 Will saves; extra attack; cures 1d8 hp +1/level (max. +20).
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
  8. Lion’s Roar: Deals 1d8 points of damage per two levels to enemies; allies get +1 on attacks and saves against fear, plus temporary hp.
  9. Cloak of Bravery, Greater: You and your allies become immune to fear and get +2 bonus on attacks.
FATE DOMAIN

Granted Powers: You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you have another class that gives you uncanny dodge, your cleric levels add to that class’s level for determining when you gain the improved uncanny dodge class feature.

Domain Spells
  1. True Strike: +20 on your next attack roll.
  2. Augury: Learns whether an action will be good or bad.
  3. Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  4. Status: Monitors condition, position of allies.
  5. Mark of Justice: Designates action that will trigger curse on subject.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Vision: As legend lore, but quicker and strenuous.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Foresight: “Sixth sense”warns of impending danger.
NOBILITY DOMAIN
Granted Power: You have the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to your Charisma bonus and can be used once per day.
Nobility Domain Spells
  1. Divine Favor: You gain +1 per three levels on attack and damage rolls.
  2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Discern Lies: Reveals deliberate falsehoods.
  5. Greater Command: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Repulsion: Creatures can’t approach you.
  8. Demand: As sending, plus you can send suggestion.
  9. Storm of Vengeance: Storm rains acid, lightning, and hail.
PLANNING DOMAIN

Granted Powers: You gain Extend Spell as a bonus feat.

Domain Spells
  1. Deathwatch: Reveals how near death subjects within 30 ft. are.
  2. Augury: Learns whether an action will be good or bad.
  3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  4. Status: Monitors condition, position of allies.
  5. Detect Scrying: Alerts you to magical eavesdropping.
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Scrying, Greater: As scrying, but faster and longer.
  8. Discern Location: Reveals exact location of creature or object.
  9. Time Stop: You act freely for 1d4+1 rounds.
TYRANNY DOMAIN

Granted Powers: Add +1 to the save DC of any compulsion spell you cast.

Domain Spells
  1. Command: One subject obeys selected command for 1 round.
  2. Enthrall: Captivates all within 100 ft. + 10 ft./level.
  3. Discern Lies: Reveals deliberate falsehoods.
  4. Fear: Subjects within cone flee for 1 round/level.
  5. Command, Greater: As command, but affects one subject/level.
  6. Geas/Quest: As lesser geas, plus it affects any creature.
  7. Bigby’s Grasping Hand: Hand provides cover, pushes, or grapples.
  8. Charm Monster, Mass: As charm monster, but all within 30 ft.
  9. Dominate Monster: As dominate person, but any creature

ASSASSIN SPELLS

4th Level

Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.

BARD SPELLS

1st Level

Phantom Threat: Subject thinks it’s flanked.

CLERIC SPELLS

3rd Level

Cloak of Bravery: You and your allies gain a bonus on saves against fear.

HEXBLADE SPELLS

1st Level

Alarm: Wards an area for 2 hours/level.

Arcane Mark: Inscribes a personal rune (visible or invisible).

Augment Familiar: Your familiar becomes more powerful.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Charm Person: Makes one person your friend.

Detect Magic: Detects spells and magic items within 60 ft.

Disguise Self: Changes your appearance.

Entropic Shield: Ranged attacks against you have 20% miss chance.

Expeditious Retreat: Your speed increases by 30 ft.

Identify: Determines properties of magic item.

Light: Object shines like a torch.

Magic Weapon: Weapon gains +1 bonus.

Mount: Summons riding horse for 2 hours/level.

Nystul’s Magic Aura: Alters object’s magic aura.

Phantom Threat: Subject thinks it’s flanked.

Prestidigitation: Performs minor tricks.

Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.

Read Magic: Read scrolls and spellbooks.

Sleep: Puts 4 HD of creatures into magical slumber.

Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.

Undetectable Alignment: Conceals alignment for 24 hours.

Unseen Servant: Invisible force obeys your commands.

2nd Level

Alter Self: Assume form of a similar creature.

Blindness/Deafness: Makes subject blind or deaf.

Bull’s Strength: Subject gains +4 to Str for 1 min./level.

Darkness: 20-ft. radius of supernatural shadow.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

False Life: Gain 1d10 temporary hp +1/level (max. +10).

Glitterdust: Blinds creatures, outlines invisible creatures.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).

Protection from Arrows: Subject immune to most ranged attacks.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

See Invisibility: Reveals invisible creatures or objects.

Spider Climb: Grants ability to walk on walls and ceilings.

Suggestion: Compels subject to follow stated course of action.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

3rd Level

Arcane Sight: Magical auras become visible to you.

Charm Monster: Makes monster believe it is your ally.

Confusion: Subjects behave oddly for 1 round/level.

Deep Slumber: Puts 10 HD of creatures to sleep.

Dispel Magic: Cancels magical spells and effects.

Hound of Doom: Creates shadowy protector.

Invisibility Sphere: Makes everyone within 10 ft. invisible.

Magic Weapon, Greater: +1/four levels (max. +5).

Nondetection: Hides subject from divination, scrying.

Phantom Steed: Magic horse appears for 1 hour/level.

Poison: Touch deals 1d10 points of Con damage, repeats in 1 min.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Slow: One subject/level takes only one action/round, –2 to AC and attack rolls.

Stinking Cloud: Nauseating vapors, 1 round/level.

Vampiric Touch: Touch deals 1d6 points of damage/two levels; caster gains damage as hp.

Wind Wall: Deflects arrows, smaller creatures, and gases.

4th Level

Baleful Polymorph: Transforms subject into harmless animal.

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.

Contact Other Plane: Lets you ask question of extraplanar entity.

Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse.

Detect Scrying: Alerts you of magical eavesdropping.

Dimension Door: Teleports you short distance.

Dominate Person: Controls humanoid telepathically.

Enervation: Subject gains 1d4 negative levels.

Fear: Subjects within cone flee for 1 round/level.

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 points of damage.

Polymorph: Gives one willing subject a new form.

Scrying: Spies on subject from a distance.

Sending: Delivers short message anywhere, instantly.

Solid Fog: Blocks vision and slows movement.

PALADIN SPELLS

2nd Level

Cloak of Bravery: You and your allies gain a bonus on saves against fear.

SORCERER/WIZARD SPELLS

2nd Level

Augment Familiar: Your familiar becomes more powerful.


Cloak of Bravery

Abjuration [Mind-Affecting]

Level: Clr 3, Courage 3, Pal 2 Components: V, S Casting Time: 1 action Range: 60 ft. Area: 60-ft.-radius emanation centered on you Duration: 10 minutes/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at 10th level).

Cloak of Bravery, Greater

Abjuration [Mind-Affecting]

Level: Courage 9 Range: 1 mile; see text Area: 1-mile-radius emanation centered on you Duration: 1 hour/level

As cloak of bravery, except all allies within the emanation (including you) are immune to fear effects and gain a +2 morale bonus on attack rolls. Allies who don’t have line of sight to you are unaffected.

Lion’s Roar

Evocation [Sonic]

Level: Courage 8 Components: V, S, DF Casting Time: 1 action Range: 120 ft. Area: 120-ft.-radius burst centered on you Duration: Instantaneous or 1 minute/level Saving Throw: Fortitude partial or Will negates (harmless); see text Spell Resistance: Yes or Yes (harmless); see text

You emit a titanic roar that deals 1d8 points of sonic damage per two caster levels to all enemies within the spell’s area and stuns them for 1 round. A successful Fortitude save halves the damage and negates the stunning effect.

In addition, all allies within the spell’s area gain a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).

Hound of Doom

Illusion (Shadow)

Level:Hexblade 3 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: Shadowy hound Duration: 1 minute/level (D) or until destroyed Saving Throw: None Spell Resistance: No

You shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you loyally for the duration of the spell.

The hound of doom has the statistics of a dire wolf (see page 65 of the Monster Manual) with the following adjustments: It gains a deflection bonus to Armor Class equal to your Charisma bonus, its hit points when created are equal to your full normal hit points, and it uses your base attack bonus instead of its own (adding its +7 bonus from Strength and –1 penalty from size as normal).

You can command a hound of doom as a move action just as if it were fully trained to perform all the tricks listed in the Handle Animal skill (see page 74 of the Player’s Handbook). If a hound of doom’s hit points are reduced to 0, it is destroyed. A hound of doom is treated as a magical beast for the purpose of spells and effects, but it can also be dispelled.

You can only have one hound of doom in existence at a time. If you cast a second hound of doom spell while the first is still active, the first hound is instantly dispelled.

Phantom Threat

Illusion (Phantasm) [Mind-Affecting]

Level: Brd 1, Hexblade 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw:Will negates Spell Resistance: Yes

You create the sensation in the subject’s mind that he is threatened by more foes than he actually faces. Though the subject doesn’t actually perceive any additional enemies (and thus doesn’t waste any attacks on the phantasm), a creature affected by this spell is considered flanked, even if not threatened by other creatures.

No amount of convincing by others can help the victim of this spell avoid its effect—only a successful saving throw against the spell when initially cast can help the target.

Cursed Blade

Necromancy

Level: Assassin 4, Hexblade 4 Components: V Casting Time: 1 action Range: Touch Target: One melee weapon Duration: 1 minute/level Saving Throw: None Spell Resistance: No

A weapon affected by this spell deals wounds that can’t be healed in the usual fashion.

Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). If a creature is slain by a weapon that is under the effect of this spell, it can’t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.

Augment Familiar

Transmutation

Level: Sor/Wiz 2, Hexblade 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: Your familiar Duration: Concentration + 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/magic, and a +2 resistance bonus on saving throws.

Valiant Fury

Transmutation

Level: Courage 5 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw:Will negates (harmless) Spell Resistance: Yes (harmless)

The affected creature gains a +4 morale bonus to Strength and Constitution and a +2 morale bonus on Will saves. In addition, when making a full attack, the affected creature may make one additional attack with any weapon he is holding.

The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by the haste spell, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round).